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Mutant Class

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0% found this document useful (0 votes)
46 views15 pages

Mutant Class

Uploaded by

Liam Thomas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Mutant

Class Features
As a Mutant, you gain the following class features.
Hit Points
Hit Dice: 1d10 per Mutant level
Hit Points at 1st Level: 10 + your Constitution modifier
Hit Points at Higher Levels: 1d10 (or 6) + your Constitution
modifier per Mutant level after 1st
Proficiencies
Armor: None
Weapons: None
Tools: None
Saving Throws: Constitution, Strength
Skills: Choose two from Athletics, Acrobatics, Stealth,
Nature, Medicine, Perception, Intimidation, and Survival

Mutant Appearance
While there are images used to represent this class
throughout this book, it is important to say that these
are representations of the more extreme end of the
mutations a character could have. You are in complete
control of the aesthetics and severity of your mutated
appearance . There is also always the option that your
transformation is beautiful and your new mutant
appearance can be stunning.
You can talk with your DM about how Mutants are
integrated into the world. It can be hard and less
enjoyable for everyone at the table if every NPC you
encounter has a strong reaction to Mutants or they
automatically consider Mutants hostile.
My suggestion is to have the Mutants be treated like
Warlocks; While their power comes from a more

A
dangerous and perhaps forbidden place, they can still
Halfing girl retreats from town and into the woods, engage and interact with society, all while being part
trying not to be seen in her newly mutated form. At of the magical make up of your world.
this moment she wants to be alone but that is not
the case; A group of thugs outside town see her
hunch over and appearing vulnerable. As they attempt to rob Equipment
her, she turns her body around to meet the thugs revealing You start with the following equipment, in addition to the
that she is much more than just a Halfing. The forest was equipment granted by your background:
quiet that night.
A Eladrin laughs as she picks berries grown from her own (a) Burglar's Pack, Diplomat's Pack, Dungeoneer’s Pack,
body. Her joy is infectious as she goes window to window and Entertainer’s Pack Explorer's Pack, Priest's Pack, or a
leaves her produce with mint leaves for whoever she fancies Scholar's Pack
that evening. (a) a collar and leash made of 10 foot chain, (b) a sturdy
A dragonborn who explored the depths of an unknown glove, (c) a bit and bridle, riding saddle, and saddlebags, or
cavern and feels his feet levitate from the floor. The more his (d) a wooden bowl, a flute, 5 glass vials and a sponge
form changes, the more he listens, and hears the dark secrets
on an unknown plane. If you forgo this starting equipment, as well as the items
Mutants slowly adapt and morph certain aspects that allow offered by your background, you start with 5d4 x 10 gp to buy
them to use the ways that dangerous monstrosities hunt, your equipment.
devour, and terrify the planes; At first they were called
“Abominations” because they were feared and hunted by the
outside world. but now there are many accounts of Mutants
who go on heroic adventures and complete daring quests. It
is said that one does not become evil because they are
Mutant, but instead that being Mutant shows the world who
you really are.

1
Mutant Ability Table
Level Proficiency Bonus Features Mutation Capacity Bonus Hit Die
1st +2 Corporeal Transformation, Mutation Strain - -
2nd +2 Deviant Lifesource, Unnatural Regeneration - 2
3rd +2 Monstrous Aspects - 2
4th +2 Ability Score Improvement - 2
5th +3 Extra Attack - 3
6th +3 Mutation Feature +1 3
7th +3 Monstrous Aspects +1 3
8th +3 Ability Score Improvement +1 3
9th +4 Threatening Presence +1 4
10th +4 Monstrous Aspects +1 4
11th +4 Mutation Feature +2 4
12th +4 Ability Score Improvement +2 4
13th +5 Primal Presence +2 4
14th +5 Mutation Feature +2 4
15th +5 Monstrous Aspects +2 5
16th +5 Ability Score Improvement +3 5
17th +6 Arcane Rejection +3 5
18th +6 Impossible Stamina +3 5
19th +6 Ability Score Improvement +3 5
20th +6 Mutation Feature +3 6

2
Corporeal Transformation
At 1st level, your Mutation has activated and begins your
transformation. Choose the nature of your Mutation strain
and you gain the following Mutant abilities:
Mutation Strain: At 1st level, you must choose the nature of
your Mutation. Your choice grants you features when you
choose it at 1st level and additional benefits at 6th, 11th,
14th, and 20th levels.
Organic Weapon: You develop a certain natural weapon, that
you proficient in, depending on your Mutation Strain.
Mutation Capacity: Each Mutation has a certain Mutation
Capacity modifier depending on its strain. You Mutation
Capacity is how you determine your AC and it increases over
time. While you aren’t wearing armor or holding a shield,
your AC equals 8 + your Mutation Capacity + your
Constitution modifier.
Mutant Stamina: Your mutations have given you increased
stamina. As you increase levels as a Mutant you are given a
bonus to the amount of Hit Die you have as seen on the Extra Attack
bonus Hit Die column of the Mutant table. Starting at 5th level, you can attack twice, rather than once,
Mutant Save DC: Some of your Mutant features require your whenever you take the Attack action on your turn.
target to make a saving throw. The saving throw DC is
calculated as follows: Mutant save DC = 8 + your Proficiency Threatening Presence
Bonus + your Constitution modifier. At 9th level, you can use an action to choose up to a number
If a feature from this class requires a saving throw the DC is of creatures equal to your proficiency bonus that are within
equal to your Mutant Save DC. 30 ft of you and attempt to have them perceive you as their
biggest threat.
Deviant Lifesource Each creature must succeed on a Wisdom saving throw
against your Mutant save DC or the creature has
At 2nd level you recover all your Hit Dice after you take long disadvantage on attack rolls against creatures other than you.
a rest. The effect ends at the start of your next turn unless you
expend a Hit Die, which prolongs the effects for another
Unnatural Regeneration round.
Also at 2nd level, as a bonus action, you can expend a number Once you use this feature you can not do so again until you
of your Hit Die up to your proficiency bonus to regenerate finish a long rest.
and heal your body. Roll the expended Hit Die and you regain
Hit Points equal to the total + your Constitution modifier. Primal Presence
Once you use this feature you can not do so again until you At 13th level, if you have already used your reaction in a
finish a long rest. round, you can expend a Hit Die in order to use another
reaction.
Monstrous Aspects
Once you reach 3rd level your body, blood, and life force is Arcane Rejection
mutating and growing. Choose a feature of your choice, to At 17th level, your warped form has started to develop the
gain, from the Monstrous Aspect table. ability to reject magic and spell effects.
When you gain certain Mutant levels, you gain additional You gain a form of Magical Resistance, You have advantage
Monstrous Aspects of your choice, at 7th, 10th, and 15th on saving throws against spells and other magical effects.
level. A level prerequisite refers to your level in this class.
Impossible Stamina
Ability Score Improvement
At 18th level, you can draw on your inner reserve of mutated
When you reach 4th level, and again at 8th, 12th, 16th, and power.
19th level, you can increase one ability score of your choice If you have no Hit Die, you can spend 10 minutes to focus
by 2, or you can increase two ability scores of your choice by and recover in your incredible new form in order to regain
1. As normal, you can’t increase an ability score above 20 half your Hit Dice.
using this feature. Using the optional feats rule, you can forgo Once you regain your Hit Dice with this feature, you must
taking this feature to take a feat of your choice instead. finish a long rest before you can use this feature again.

3
Monstrous Aspects Table
15th level features
Mutation Effect
3rd level features
When you hit a creature, you can consume
Mutation Effect up to an amount of Hit Die equal to your
Consumed
The distance you can jump is tripled and you can Vitality proficiency bonus to add bonus damage to
Enhanced use your Constitution modifier, instead of the the creature equal to your Constitution
Physical modifier for each Hit Die expended.
relevant skill modifier, when you make a Athletics,
Form
Acrobatic, or Stealth checks. True Your Strength or Dexterity score increases
You gain blindsight of 20 feet, also you can use your Transformation by 4 with a max of 22.
Hunters Constitution modifier, instead of the relevant skill
Instinct modifier, when you make a Perception check.
(Requires the Magical Evolution aspect.)
Your transformation has made you a true
You can learn one cantrip, and one 1st level spell spell caster. You can learn one 4th level spell
from the Mutant Spell list. from the Mutant Spell list.
Eldritch When you cast your 1st level spell You can't do so Spell Touched
Secrets
When you cast your 4th level spell You can't
again until you finish a long rest or you expend a do so again until you finish a long rest or
number of Hit Die equal to the level of the spell. you expend a number of Hit Die equal to
the level of the spell.

7th level features


Mutation Effect

Twisted Skill You have started to learn how to work with your
mutation and use it to your advantage. You gain
Set expertise in 2 skills that you are proficient in.
Improved Anytime you roll a Hit Die, or multiple Hit Dice,
Recovery you gain +2 to the result of each individual roll.
(Requires the Eldritch Secrets aspect.)
Your relationship to magic and spell casting has
Forbidden deepened. You can learn one 2nd level spell from
the Mutant Spell list.
Knowledge
When you cast your 2nd level spell You can't do so
again until you finish a long rest or you expend a
number of Hit Die equal to the level of the spell.

10th level features


Mutation Effect
You can can expend 1 Hit Dice to gain
Corrupted
Stamina advantage, after you roll, any Strength,
Dexterity, or Constitution ability or saving throw
After you make a Wisdom ability check or
saving throw you can use your primal intellect
Primal
Intelligence to number
expend 1 Hit Die, roll the Hit Die, and add the
rolled to the result. You can do this
after you roll but before you know the result.
(Requires the Forbidden Knowledge aspect.)
As your mutation grows so does your ability to
cast stronger spells. You can learn one 3rd level
Magical spell from the Mutant Spell list.
Evolution When you cast your 3rd level spell You can't do
so again until you finish a long rest or you
expend a number of Hit Die equal to the level of
the spell.

4
Subclasses

5
Andromeda Cognitive Shock-wave
There are unknown creatures in this world that should stay At 6th level, as a reaction, when a creature starts their turn,
unknown. Andromeda are eldritch creatures that can you can magically emit psionic energy in a 30-foot-radius
threatened the very structure of ones memory and ones sphere centered on yourself.
perception; And you have found yourself slowly becoming Each creature, of your choice, in that area must succeed on
one. Voices pass through your mind and faded images of a Intelligence saving throw against your Mutant Save DC or
memories that are not your own manifest before you. their speed is reduced to 0, and they can not take reactions
You have found power in your thoughts, and after some until the start of your next turn.
time and as your body mutates you are able to channel and Once you use this feature, you must finish a short or long
harness new powers that feel like mental magic. rest before you can use it again.
Organic Weapon Psionic Elevation
At 1st level, the effects of your mutation has started to reveal Also, at 6th level, you are starting to understand your
itself in different ways; mutations untapped potential as you feel your your feet lift off
You learn the Mind Sliver cantrip and your Mutation the ground just willing it to be.
Capacity is 4 and you have developed an cosmic appendage, You can use an action to cast the Levitate spell on yourself
it is a tentacle that has erupted from somewhere on your at will.
body and can lash out on command while in combat. Your
Organic Weapon has the following qualities; Psionic Elevation
Tentacle. Melee Weapon Attack: Strength modifier for At 11th level, you are starting to understand your mutations
attack and damage rolls, reach 10 ft. Hit: (1d6 slashing) untapped potential as you feel your mind reach and connect
with other creatures.
Grasp. When you hit a creature with your Organic When a creature takes an action, you can use your
Weapon you can use your bonus action to grapple them reaction, to blind or deafen a foe. Choose one creature that
using your Intelligence modifier instead of Strength or you can see within 60 ft to make a Constitution saving throw
Dexterity for the grappling skill check. against your Mutant save DC. If it fails, the target is either
Draining Intellect. When a creature grappled by your blinded or deafened (your choice). At the end of each of its
tentacle starts its turn, it takes psychic damage equal to turns, the target can make a Constitution saving throw. On a
your Intelligence modifier. success, the spell ends.
You can use this feature a number of times equal to your
Intelligence modifier and you regain all uses after a long rest.
Cerebral Override
At 14th level, you can magically emit psychic energy in a 15 ft
cone. Each creature in that area must succeed on a saving
throw, against your Mutant Save DC, or take (10d6) psychic
damage and be stunned until the end of their turn.
If a creature is grappled by your tentacle and is forced to
make this saving throw they do so with a disadvantage.
Once your use this feature you can not do so again until
you finish a long rest.
Mental Invasion
At 20th level, You can read the surface-level thoughts of any
creature that you can see within 20 feet of you. If the creature
you choose has an Intelligence of 3 or lower or doesn’t speak
any language, the creature is unaffected.
In addition, you can expend a Hit Die to attempt to probe
deeper into the same creature’s mind. If you probe deeper, the
target must make a Intelligence saving throw. If it fails, you
gain insight into its reasoning (if any), its emotional state, and
something that looms large in its mind (such as something it
worries over, loves, or hates).

6
Flora Morning Harvest
There have always been tales of whispering flowers and trees
that move. But whether by Fey trickery, a kind Druid, or just At 6th level, when you complete a long rest, You can harvest
plain fate; You have become a Flora. Your physical form has berries, roots, or herbs of your choice from your mutated
begun to merge with the natural world around you and by the form to create a nutritious treat.
end of your transflormation you will bleed green blood and Your body grows enough to create five Nutritious Treats. As
eat from the soil. a bonus action, a creature can consume a nutritious treat in
combat to restore 1d4 + your Constitution modifer to your hit
Organic Weapon points; and until the start of their next turn, they can add your
Constitution modifier to all attack rolls, melee damage rolls,
At 1st level, the effects of your mutation has started to reveal or Constitution saving throws they make.
itself in different ways;
You learn the Thorn Whip cantrip and your Mutation Floral Whispers
Capacity is 2. Your limbs, torso, and appendages are growing
and shaping you into a new flourishing form. Your Organic At 11th level, as an action, you can expend a Hit Die to touch
Weapon has the following qualities; a creature within 5 ft of you and share some of the benefits of
your mutation.
Twisted Roots. Ranged Weapon Attack: Dexterity For the next minute, or until you lose your concentration
modifier for attack and damage rolls, reach 30 ft. Hit: (1d4 (as if you were concentrating on a spell), the chosen creature
Piercing damage). has advantage on Constitution saving throws and when they
Absorb. Once per turn, when you hit a creature with your start your turn they gain temporary hit points equal to your
twisted root you can use your bonus action to have your Constitution modifier.
roots drain the life force of the creature and deal an extra Once you use this feature, you can't do so again until you
1d4 necrotic damage. finish a short or long rest
On your next turn, you can use your bonus action in Nature's Bounty
order to touch a creature and restore 1d4 + your Mutant
Capacity to their hit points. This can only be used on the At 14th level, as an action, you can release sweet spores that
immediate next turn after the absorb effect. burst out in a cloud that fills a 10-foot-radius sphere centered
on it, and the cloud lingers until the start of your next turn.
Cross Pollination Any flesh-and-blood creature of your choice that is in the
Also at 1st level, you can use your mutations to aid your allies. cloud when it appears, or the first time they enter it later,
If you touch a creature for a prolonged time you can transfer regains hit points equal to your Mutant level. And if a creature
some of your stamina to them. casts a spell using a spell slot, or your Flora features that
After 1 minute of contact with the creature, you can restores hit points to any creature inside the spore cloud, they
consume up to an amount of Hit Die equal to your proficiency regain hit points equal to your Constitution modifier.
bonus, roll the expended hit die, and they regain hit points Deep Roots
equal to the total + your Constitution modifier.
At 20th level, you always roll the max number on your Hit Die
whenever you roll them.

7
Divisive Slime
Gelatinous At 14th level, over a short rest, you can shape a slime
The original Ooze that feel an gelatinous cube became the duplicate of yourself by reducing your total current hit points
slime mold that all Gelatinous Beings form to, they are a by half. It is an duplicate of you in shape and size, and you
single-celled organism although they do have a brain and both share the same mind, it can take actions and otherwise
sensory organs. A gelatinous cube's amorphous form makes be affected as a normal creature. Your duplicate
it incredibly durable, weakening most damage-causing effects telepathically obeys your commands. It appears to be the
and allows them the ability to alter their form, move out of same as the original, but it has hit points equal to the amount
harm's way, break down food, and defend themselves from reduced when you use this feature and is formed without any
predators. equipment. Otherwise, the duplicate uses all the statistics of
the creature it duplicates, except that it can't cast spells.
Organic Weapon Although, this creature can be targeted with a spell you cast
that has the range of self or touch.
At 1st level, the effects of your mutation has started to reveal In combat, the duplicate shares your initiative order and
itself in different ways; acts directly after your turn. If you are incapacitated, the
You learn the Acid Splash cantrip and your Mutation duplicate can take any action of its choice, not just Dodge.
Capacity is 6 and you have developed an cosmic appendage, Over a short rest, you may reabsorb your duplicate and
it is a tentacle that has erupted from somewhere on your gain a number of hit points equal the number of hit points the
body and can lash out on command while in combat. Your duplicate has. Also, once per long rest, if you have a duplicate
Organic Weapon has the following qualities; created you may use a reaction at the starto f your turn to
Pseudopod. Melee Weapon Attack: Strength modifier for transfer your essence into the duplicate and become them.
attack and damage rolls, reach 5 ft. Hit: (1d6 Bludgeoning) Your body is reduced to 0 hit points and melts into a puddle
and you takeover the duplicates body.
Amorphous Body. When you start your turn, you can use Once your use this feature you can not do so again until
your reaction in order to reinforce your slime body. Until you finish a long rest.
the start of your next turn, once per turn, when you take
damage (besides psychic damage), you can reduce the Engulfing Ooze
damage taken by your Constitution modifier. At 20th level, as an action, you can attempt to engulf a large
You can use this feature a number of times equal to your or smaller creature that is within 5 ft of you.
Constitution modifier and you regain all uses after a long The target must succeed on a Strength saving throw
rest. against your Mutant save DC or be paralyzed for the duration
Multiple Pseudopods and you can move into the creatures space. While engulfed, a
creature can not breath and when you take movement the
At 6th level, you have a climbing speed equal to your walking creature is also moved with you.
speed. In addition, you can move up, down, and across At the end of its turn it can make a Constitution saving
vertical surfaces and upside down along ceilings, while throw, ignoring the restrictions of the paralyzed condition,
leaving your hands free. On a success, the creature escapes and enters a space of its
Also, once per turn, if you use your natural weapon when choice within 5 feet of the cube. You can only have one
you take the attack action, you can attack any number of creature engulfed at any given time.
creatures that are within 5 ft of you using the same action.
Debilitating Debris
At 11th level, as an action, you can cover a creature within 5
ft of you in your ooze. The creature must succeed on a
Dexterity saving throw against your Mutant save DC or have
their speed halved and they take a -2 penalty to AC and
Strength and Dexterity saving throws. The creature can’t
make more than one attack during its turn.
A creature can be covered more than once but can use
their action to remove the slime and all its debuffs.

8
Ghoul
Once the Ghoul finally claws and digs themselves out of their
own grave, that is where their life begins as a Ghoul. They
can attempt to hide their affliction and try to appear alive but
the stench of death lingers on them; And as they shuffle,
lurch, and loll the Ghoul must ask themselves, "what do I do
with this second chance?" Noxious Defense
Organic Weapon Also, at 6th level if a creature hits you with a melee attack,
You can expend a Hit Die to force the target to succeed on a
At 1st level, the effects of your mutation has started to reveal Constitution saving throw against your Mutant save DC or
itself in different ways; take 2d4 poison damage and be poisoned until the end of
You learn the Toll the Dead cantrip and your Mutation their next turn.
Capacity is 4. Your body begins the natural process of decay
only being held together with necrotic energy. Your Organic Aura of Annihilation
Weapon has the following qualities; At 11th level, as a bonus action you can activate or deactivate
Rotting Fist. melee weapon Attack: Strength modifier for a deathly aura. While active, the aura deals 5 necrotic
attack and damage rolls, reach 5 ft. Hit: (1d8 bludgeoning damage to any creature that ends its turn within 10 feet of
damage). you. Undead and Fiends ignore this effect.
Undead Fortitude. When you attack and make contact From the Grave
with another creature you can use your connection to the
undead to steal some of their vitality and life. If you hit a At 14th level, if a creature dies within 10 ft of you, you can
creature you can use your bonus action to give yourself use your reaction to expend a Hit Die, and mutate their
temporary hit points equal to your Constitution modifier. corpse with necrotic energy.
Besides you, each creature within a 10 ft radius sphere
Near Death centered on the dead creature must make a Dexterity saving
throw. A target takes 4d8 necrotic damage on a failed save, or
Also at 1st level, If damage would reduce you to 0 hit points, half as much damage on a successful one. If you reduce a
you can make a Constitution saving throw with a DC of 5 + creature to 0 hit points with this feature, the creature's body
the damage taken. On a success, unless the damage was explodes, repeating the same effect.
radiant, you drop to 1 hit point instead. Once you use this feature, you can't do so again until you
Once you use this feature you can not do so again until you have finish a short or long rest
finish you a long rest.
Unkillable Corpse
Dying Tongue
At 20th level, your ability to weave deep necrotic magic into
At 6th level, as your mutation develops, so does your your undying body has made you incredibly durable and
connection to the dying and the undead. This thread between extremely hard to kill.
you and them has even manifested in the ability to converse You gain resistance to all damage types, besides psychic
with them for a short time. damage.
You can use an action to cast the spell Speak with Dead at
will, but you can only ask the corpse 1 question.

9
Zoan Wild Strike
Once infected with any form of Lycanthropy a creature is At 11th level, when you use your Attack action with the
considered a Zoan. As a Zoan’s affliction increases they Second Strike feature you can make two attacks with your
become a hybrid; Half creature, half beast. This mutation can Organic Weapon in the same action.
manifest in many ways but as it becomes stronger you can
feel a primal power brew within you as your senses, and your Fatal Blows
claws, sharpen. Once you reach 14th level, your predatory senses are
Organic Weapon heightened and you are keenly aware of the most vulnerable
and deadly areas of a creatures body.
At 1st level, the effects of your mutation has started to reveal If you land a critical hit with your Organic Weapon, after
itself in different ways; you roll for damage you can expend a Hit Die to choose two
You learn the Primal Savagery cantrip and your Mutation of the damage dice rolled and have them deal the max
Capacity is 6. Your body starts to take on a beastial form as damage for that die instead.
you slowly become a hybrid version of you and the animal You can expend any amount of Hit Die when you use this
you have been cursed with. Your Organic Weapon has the feature.
following qualities;
Predator's Weapon. melee weapon Attack: Strength Complete Transformation
modifier for attack and damage rolls, reach 5 ft. Hit: (1d4 At 20th level you gain the following features:
slashing damage). The damage you deal with your Organic Weapon
Second Strike. Immediately after you take the Attack increases to a 1d6 slashing damage.
action on your turn You can use your bonus action to make
a second attack with your Organic Weapon. You can use your action to instantly mark a target with
your Marked Prey feature and you are aware of their
Every time you land a successful attack on your turn, the presence and can locate your marked target if they are
damage you deal with your Organic Weapon increases by within a mile radius of you.
1d4 until the turn ends. (This is stackable) All attacks made against a marked target are done with
Marked Prey advantage.
Also at 1st level, if you are within 60 ft of a creature you can
spend 1 minute to mark them as prey.
All skill checks to track the creature are done with
advantage, and unless they are magically concealed, you
always know where the marked creature is if they are within
a 60 ft radius of you.
Animal Ambush
At 6th level, your attacks are ruthless and fast as you attempt
to bring your enemy to the ground.
On your turn, if you land two attacks with your Organic
Weapon on the same creature, then the creature must make
a Strength saving throw against your Mutant Save DC or be
knock prone.

10
Mutant Spell List Mutant 3rd Level Spells
Through your transformation you gain the capability to cast
certain spells and gain the benefits from their magical effects. Mutant Spells 3rd Level Spells
These spells come from your changing chemistry and from Haste Bestow Curse
an organic connection between you and the spells you cast
which allows the Mutant to use their own body as their spell Fear Life Transference
casting focus.
When a Mutant uses a feature to cast a spell with the range Mutant 4th Level Spells
of touch they can only choose themselves as the target and
your spell save DC is equal to your Mutant save DC (8 + your Mutant Spells 4th Level Spells
Proficiency Bonus + your Constitution modifier). Charm Monster Freedom of Movement

Cantrips Death Ward Polymorph

Mutant Spells Cantrips


Andromeda Spells
Blade Ward Primal Savagery 1st 2nd 3rd 4th
Resistance True Strike Dissonant Detect Evard’s Black
Sending/Fear
Whispers Thoughts/Mind Spike Tentacles
Mutant 1st Level Spells
Mutant Spells 1st Level Spells
Flora Spells
1st 2nd 3rd 4th
Absorb Elements Compelled Duel
Spike Growth/Locate Plant or Plant Grasping
Entangle
Expeditious Retreat Grease Animal Growth Vine
Heroism Longstrider
Gelatinous Spells
1st 2nd 3rd 4th
Mutant 2nd Level Spells
Absorb Elements Acid Arrow Meld into Stone Vitriolic Sphere
Mutant Spells 2nd Level Spells
Alterself Darkvision
Ghoul Spells
Enhance Ability Enlarge/Reduce 1st 2nd 3rd 4th
Spider Climb Kinetic Jaunt False Life Ray of Enfeeblement Spirit Shroud Blight

Zoan Spells
1st 2nd 3rd 4th
Beast Beast Sense/Animal Conjure Conjure
Bond Messenger Animals Animals

11
Art Credits
Grip of Desolation - Lius Lasahido ...........................Cover
Three stages of personal chaos - Nastya Asyness .............1
Dragon Rip Claw- Draco77 ............................................1
TheMark - Algido .......................................................... 2
Cosmic Symbiote- shawn015 .........................................3
Octopus tentacles - victoria_sergeeva ..............................3
The Quails of Bahamut - w0wls ..................................... 4
White Fang Icon - DoubleM ........................................... 4
Superhero Starkiller - Arucelli .......................................5
Yibb-Tsll - Jason Engle ....................................................6
Galaxy with Stars - pikisuperstar ....................................6
Plant Person - TheGeniusFetus ......................................7
Flowers 2 - lindzb ......................................................... 7
Dark Forest Environment - Eric Gagnon .........................7
Monster Girl Challenge: Slime - TravJames .....................8
Fantasy Dungeon - Ljiljana Grbic ....................................8
Thing in the Pool - Stanislav Dikolenko ...........................9
Story 03 - Zhuoxin Ye ..................................................10
Aguara sculpture - Marek Buczynski ............................. 10
High Queen Khalida - Mossacannibalis ......................... 11
Book Covers- Baconstrap ............................................ 12
Silence- Sephiroth-Art ................................................. 12

The End
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